convert submodules to normal folders for now

This commit is contained in:
catangent 2025-04-09 20:00:20 +01:00
parent 389e934900
commit ed1e0ecb6b
1041 changed files with 572002 additions and 13 deletions

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| resource | author | licence | notes |
| :------------------- | :---------: | :------ | :---- |
| boom.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
| buttonfx.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
| button.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
| spark_flame.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [EffectTextureMaker](https://mebiusbox.github.io/contents/EffectTextureMaker/) |
| ninepatch_button.png | [@overdev](https://github.com/overdev) | ❔ |
| explosion.png | [Unity Labs Paris](https://blogs.unity3d.com/2016/11/28/free-vfx-image-sequences-flipbooks/) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) |
| parrots.png | [Kodak set](http://r0k.us/graphics/kodak/) | ❔ | Original name: `kodim23.png`
| cat.png | ❔ | ❔ | - |
| wabbit_alpha.png | ❔ | ❔ | - |
| custom_jupiter_crash.png | [Brian Kent (AEnigma)](https://www.dafont.com/es/aenigma.d188) | [Freeware](https://www.dafont.com/es/jupiter-crash.font) | Atlas created by [@raysan5](https://github.com/raysan5) |
| KAISG.ttf | [Dieter Steffmann](http://www.steffmann.de/wordpress/) | [Freeware](https://www.1001fonts.com/users/steffmann/) | [Kaiserzeit Gotisch](https://www.dafont.com/es/kaiserzeit-gotisch.font) font |
| fudesumi.png | [Eiden Marsal](https://www.artstation.com/marshall_z) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/) | - |
| scarfy.png | [Eiden Marsal](https://www.artstation.com/marshall_z) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| cyberpunk_street_background.png | [Luis Zuno](http://ansimuz.com/site/) | [CC-BY-3.0](http://creativecommons.org/licenses/by/3.0/) | [Cyberpunk Street Environment](https://ansimuz.itch.io/cyberpunk-street-environment) |
| cyberpunk_street_foreground.png | [Luis Zuno](http://ansimuz.com/site/) | [CC-BY-3.0](http://creativecommons.org/licenses/by/3.0/) | [Cyberpunk Street Environment](https://ansimuz.itch.io/cyberpunk-street-environment) |
| cyberpunk_street_midground.png | [Luis Zuno](http://ansimuz.com/site/) | [CC-BY-3.0](http://creativecommons.org/licenses/by/3.0/) | [Cyberpunk Street Environment](https://ansimuz.itch.io/cyberpunk-street-environment) |

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/*******************************************************************************************
*
* raylib [textures] example - Background scrolling
*
* Example originally created with raylib 2.0, last time updated with raylib 2.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - background scrolling");
// NOTE: Be careful, background width must be equal or bigger than screen width
// if not, texture should be draw more than two times for scrolling effect
Texture2D background = LoadTexture("resources/cyberpunk_street_background.png");
Texture2D midground = LoadTexture("resources/cyberpunk_street_midground.png");
Texture2D foreground = LoadTexture("resources/cyberpunk_street_foreground.png");
float scrollingBack = 0.0f;
float scrollingMid = 0.0f;
float scrollingFore = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
scrollingBack -= 0.1f;
scrollingMid -= 0.5f;
scrollingFore -= 1.0f;
// NOTE: Texture is scaled twice its size, so it sould be considered on scrolling
if (scrollingBack <= -background.width*2) scrollingBack = 0;
if (scrollingMid <= -midground.width*2) scrollingMid = 0;
if (scrollingFore <= -foreground.width*2) scrollingFore = 0;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(GetColor(0x052c46ff));
// Draw background image twice
// NOTE: Texture is scaled twice its size
DrawTextureEx(background, (Vector2){ scrollingBack, 20 }, 0.0f, 2.0f, WHITE);
DrawTextureEx(background, (Vector2){ background.width*2 + scrollingBack, 20 }, 0.0f, 2.0f, WHITE);
// Draw midground image twice
DrawTextureEx(midground, (Vector2){ scrollingMid, 20 }, 0.0f, 2.0f, WHITE);
DrawTextureEx(midground, (Vector2){ midground.width*2 + scrollingMid, 20 }, 0.0f, 2.0f, WHITE);
// Draw foreground image twice
DrawTextureEx(foreground, (Vector2){ scrollingFore, 70 }, 0.0f, 2.0f, WHITE);
DrawTextureEx(foreground, (Vector2){ foreground.width*2 + scrollingFore, 70 }, 0.0f, 2.0f, WHITE);
DrawText("BACKGROUND SCROLLING & PARALLAX", 10, 10, 20, RED);
DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(background); // Unload background texture
UnloadTexture(midground); // Unload midground texture
UnloadTexture(foreground); // Unload foreground texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - blend modes
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 3.5, last time updated with raylib 3.5
*
* Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2020-2024 Karlo Licudine (@accidentalrebel)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image bgImage = LoadImage("resources/cyberpunk_street_background.png"); // Loaded in CPU memory (RAM)
Texture2D bgTexture = LoadTextureFromImage(bgImage); // Image converted to texture, GPU memory (VRAM)
Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png"); // Loaded in CPU memory (RAM)
Texture2D fgTexture = LoadTextureFromImage(fgImage); // Image converted to texture, GPU memory (VRAM)
// Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
UnloadImage(bgImage);
UnloadImage(fgImage);
const int blendCountMax = 4;
BlendMode blendMode = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE))
{
if (blendMode >= (blendCountMax - 1)) blendMode = 0;
else blendMode++;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(bgTexture, screenWidth/2 - bgTexture.width/2, screenHeight/2 - bgTexture.height/2, WHITE);
// Apply the blend mode and then draw the foreground texture
BeginBlendMode(blendMode);
DrawTexture(fgTexture, screenWidth/2 - fgTexture.width/2, screenHeight/2 - fgTexture.height/2, WHITE);
EndBlendMode();
// Draw the texts
DrawText("Press SPACE to change blend modes.", 310, 350, 10, GRAY);
switch (blendMode)
{
case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY); break;
case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY); break;
case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY); break;
case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY); break;
default: break;
}
DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(fgTexture); // Unload foreground texture
UnloadTexture(bgTexture); // Unload background texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Bunnymark
*
* Example originally created with raylib 1.6, last time updated with raylib 2.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: malloc(), free()
#define MAX_BUNNIES 50000 // 50K bunnies limit
// This is the maximum amount of elements (quads) per batch
// NOTE: This value is defined in [rlgl] module and can be changed there
#define MAX_BATCH_ELEMENTS 8192
typedef struct Bunny {
Vector2 position;
Vector2 speed;
Color color;
} Bunny;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
// Load bunny texture
Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png");
Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
int bunniesCount = 0; // Bunnies counter
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
{
// Create more bunnies
for (int i = 0; i < 100; i++)
{
if (bunniesCount < MAX_BUNNIES)
{
bunnies[bunniesCount].position = GetMousePosition();
bunnies[bunniesCount].speed.x = (float)GetRandomValue(-250, 250)/60.0f;
bunnies[bunniesCount].speed.y = (float)GetRandomValue(-250, 250)/60.0f;
bunnies[bunniesCount].color = (Color){ GetRandomValue(50, 240),
GetRandomValue(80, 240),
GetRandomValue(100, 240), 255 };
bunniesCount++;
}
}
}
// Update bunnies
for (int i = 0; i < bunniesCount; i++)
{
bunnies[i].position.x += bunnies[i].speed.x;
bunnies[i].position.y += bunnies[i].speed.y;
if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) ||
((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) ||
((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < bunniesCount; i++)
{
// NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
// a draw call is launched and buffer starts being filled again;
// before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU...
// Process of sending data is costly and it could happen that GPU data has not been completely
// processed for drawing while new data is tried to be sent (updating current in-use buffers)
// it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies
DrawTexture(texBunny, (int)bunnies[i].position.x, (int)bunnies[i].position.y, bunnies[i].color);
}
DrawRectangle(0, 0, screenWidth, 40, BLACK);
DrawText(TextFormat("bunnies: %i", bunniesCount), 120, 10, 20, GREEN);
DrawText(TextFormat("batched draw calls: %i", 1 + bunniesCount/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
free(bunnies); // Unload bunnies data array
UnloadTexture(texBunny); // Unload bunny texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Draw part of the texture tiled
*
* Example originally created with raylib 3.0, last time updated with raylib 4.2
*
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2020-2024 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define SIZEOF(A) (sizeof(A)/sizeof(A[0]))
#define OPT_WIDTH 220 // Max width for the options container
#define MARGIN_SIZE 8 // Size for the margins
#define COLOR_SIZE 16 // Size of the color select buttons
// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_RESIZABLE); // Make the window resizable
InitWindow(screenWidth, screenHeight, "raylib [textures] example - Draw part of a texture tiled");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture texPattern = LoadTexture("resources/patterns.png");
SetTextureFilter(texPattern, TEXTURE_FILTER_TRILINEAR); // Makes the texture smoother when upscaled
// Coordinates for all patterns inside the texture
const Rectangle recPattern[] = {
(Rectangle){ 3, 3, 66, 66 },
(Rectangle){ 75, 3, 100, 100 },
(Rectangle){ 3, 75, 66, 66 },
(Rectangle){ 7, 156, 50, 50 },
(Rectangle){ 85, 106, 90, 45 },
(Rectangle){ 75, 154, 100, 60}
};
// Setup colors
const Color colors[] = { BLACK, MAROON, ORANGE, BLUE, PURPLE, BEIGE, LIME, RED, DARKGRAY, SKYBLUE };
enum { MAX_COLORS = SIZEOF(colors) };
Rectangle colorRec[MAX_COLORS] = { 0 };
// Calculate rectangle for each color
for (int i = 0, x = 0, y = 0; i < MAX_COLORS; i++)
{
colorRec[i].x = 2.0f + MARGIN_SIZE + x;
colorRec[i].y = 22.0f + 256.0f + MARGIN_SIZE + y;
colorRec[i].width = COLOR_SIZE*2.0f;
colorRec[i].height = (float)COLOR_SIZE;
if (i == (MAX_COLORS/2 - 1))
{
x = 0;
y += COLOR_SIZE + MARGIN_SIZE;
}
else x += (COLOR_SIZE*2 + MARGIN_SIZE);
}
int activePattern = 0, activeCol = 0;
float scale = 1.0f, rotation = 0.0f;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Handle mouse
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
const Vector2 mouse = GetMousePosition();
// Check which pattern was clicked and set it as the active pattern
for (int i = 0; i < SIZEOF(recPattern); i++)
{
if (CheckCollisionPointRec(mouse, (Rectangle){ 2 + MARGIN_SIZE + recPattern[i].x, 40 + MARGIN_SIZE + recPattern[i].y, recPattern[i].width, recPattern[i].height }))
{
activePattern = i;
break;
}
}
// Check to see which color was clicked and set it as the active color
for (int i = 0; i < MAX_COLORS; ++i)
{
if (CheckCollisionPointRec(mouse, colorRec[i]))
{
activeCol = i;
break;
}
}
}
// Handle keys
// Change scale
if (IsKeyPressed(KEY_UP)) scale += 0.25f;
if (IsKeyPressed(KEY_DOWN)) scale -= 0.25f;
if (scale > 10.0f) scale = 10.0f;
else if ( scale <= 0.0f) scale = 0.25f;
// Change rotation
if (IsKeyPressed(KEY_LEFT)) rotation -= 25.0f;
if (IsKeyPressed(KEY_RIGHT)) rotation += 25.0f;
// Reset
if (IsKeyPressed(KEY_SPACE)) { rotation = 0.0f; scale = 1.0f; }
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw the tiled area
DrawTextureTiled(texPattern, recPattern[activePattern], (Rectangle){(float)OPT_WIDTH+MARGIN_SIZE, (float)MARGIN_SIZE, GetScreenWidth() - OPT_WIDTH - 2.0f*MARGIN_SIZE, GetScreenHeight() - 2.0f*MARGIN_SIZE},
(Vector2){0.0f, 0.0f}, rotation, scale, colors[activeCol]);
// Draw options
DrawRectangle(MARGIN_SIZE, MARGIN_SIZE, OPT_WIDTH - MARGIN_SIZE, GetScreenHeight() - 2*MARGIN_SIZE, ColorAlpha(LIGHTGRAY, 0.5f));
DrawText("Select Pattern", 2 + MARGIN_SIZE, 30 + MARGIN_SIZE, 10, BLACK);
DrawTexture(texPattern, 2 + MARGIN_SIZE, 40 + MARGIN_SIZE, BLACK);
DrawRectangle(2 + MARGIN_SIZE + (int)recPattern[activePattern].x, 40 + MARGIN_SIZE + (int)recPattern[activePattern].y, (int)recPattern[activePattern].width, (int)recPattern[activePattern].height, ColorAlpha(DARKBLUE, 0.3f));
DrawText("Select Color", 2+MARGIN_SIZE, 10+256+MARGIN_SIZE, 10, BLACK);
for (int i = 0; i < MAX_COLORS; i++)
{
DrawRectangleRec(colorRec[i], colors[i]);
if (activeCol == i) DrawRectangleLinesEx(colorRec[i], 3, ColorAlpha(WHITE, 0.5f));
}
DrawText("Scale (UP/DOWN to change)", 2 + MARGIN_SIZE, 80 + 256 + MARGIN_SIZE, 10, BLACK);
DrawText(TextFormat("%.2fx", scale), 2 + MARGIN_SIZE, 92 + 256 + MARGIN_SIZE, 20, BLACK);
DrawText("Rotation (LEFT/RIGHT to change)", 2 + MARGIN_SIZE, 122 + 256 + MARGIN_SIZE, 10, BLACK);
DrawText(TextFormat("%.0f degrees", rotation), 2 + MARGIN_SIZE, 134 + 256 + MARGIN_SIZE, 20, BLACK);
DrawText("Press [SPACE] to reset", 2 + MARGIN_SIZE, 164 + 256 + MARGIN_SIZE, 10, DARKBLUE);
// Draw FPS
DrawText(TextFormat("%i FPS", GetFPS()), 2 + MARGIN_SIZE, 2 + MARGIN_SIZE, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texPattern); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint)
{
if ((texture.id <= 0) || (scale <= 0.0f)) return; // Wanna see a infinite loop?!...just delete this line!
if ((source.width == 0) || (source.height == 0)) return;
int tileWidth = (int)(source.width*scale), tileHeight = (int)(source.height*scale);
if ((dest.width < tileWidth) && (dest.height < tileHeight))
{
// Can fit only one tile
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
(Rectangle){dest.x, dest.y, dest.width, dest.height}, origin, rotation, tint);
}
else if (dest.width <= tileWidth)
{
// Tiled vertically (one column)
int dy = 0;
for (;dy+tileHeight < dest.height; dy += tileHeight)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, source.height}, (Rectangle){dest.x, dest.y + dy, dest.width, (float)tileHeight}, origin, rotation, tint);
}
// Fit last tile
if (dy < dest.height)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
(Rectangle){dest.x, dest.y + dy, dest.width, dest.height - dy}, origin, rotation, tint);
}
}
else if (dest.height <= tileHeight)
{
// Tiled horizontally (one row)
int dx = 0;
for (;dx+tileWidth < dest.width; dx += tileWidth)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, source.width, ((float)dest.height/tileHeight)*source.height}, (Rectangle){dest.x + dx, dest.y, (float)tileWidth, dest.height}, origin, rotation, tint);
}
// Fit last tile
if (dx < dest.width)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
(Rectangle){dest.x + dx, dest.y, dest.width - dx, dest.height}, origin, rotation, tint);
}
}
else
{
// Tiled both horizontally and vertically (rows and columns)
int dx = 0;
for (;dx+tileWidth < dest.width; dx += tileWidth)
{
int dy = 0;
for (;dy+tileHeight < dest.height; dy += tileHeight)
{
DrawTexturePro(texture, source, (Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, (float)tileHeight}, origin, rotation, tint);
}
if (dy < dest.height)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
(Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, dest.height - dy}, origin, rotation, tint);
}
}
// Fit last column of tiles
if (dx < dest.width)
{
int dy = 0;
for (;dy+tileHeight < dest.height; dy += tileHeight)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, source.height},
(Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, (float)tileHeight}, origin, rotation, tint);
}
// Draw final tile in the bottom right corner
if (dy < dest.height)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
(Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, dest.height - dy}, origin, rotation, tint);
}
}
}
}

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/*******************************************************************************************
*
* raylib [textures] example - Fog of war
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2018-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: calloc(), free()
#define MAP_TILE_SIZE 32 // Tiles size 32x32 pixels
#define PLAYER_SIZE 16 // Player size
#define PLAYER_TILE_VISIBILITY 2 // Player can see 2 tiles around its position
// Map data type
typedef struct Map {
unsigned int tilesX; // Number of tiles in X axis
unsigned int tilesY; // Number of tiles in Y axis
unsigned char *tileIds; // Tile ids (tilesX*tilesY), defines type of tile to draw
unsigned char *tileFog; // Tile fog state (tilesX*tilesY), defines if a tile has fog or half-fog
} Map;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - fog of war");
Map map = { 0 };
map.tilesX = 25;
map.tilesY = 15;
// NOTE: We can have up to 256 values for tile ids and for tile fog state,
// probably we don't need that many values for fog state, it can be optimized
// to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
// Load map tiles (generating 2 random tile ids for testing)
// NOTE: Map tile ids should be probably loaded from an external map file
for (unsigned int i = 0; i < map.tilesY*map.tilesX; i++) map.tileIds[i] = GetRandomValue(0, 1);
// Player position on the screen (pixel coordinates, not tile coordinates)
Vector2 playerPosition = { 180, 130 };
int playerTileX = 0;
int playerTileY = 0;
// Render texture to render fog of war
// NOTE: To get an automatic smooth-fog effect we use a render texture to render fog
// at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering
RenderTexture2D fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY);
SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Move player around
if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 5;
if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 5;
if (IsKeyDown(KEY_DOWN)) playerPosition.y += 5;
if (IsKeyDown(KEY_UP)) playerPosition.y -= 5;
// Check player position to avoid moving outside tilemap limits
if (playerPosition.x < 0) playerPosition.x = 0;
else if ((playerPosition.x + PLAYER_SIZE) > (map.tilesX*MAP_TILE_SIZE)) playerPosition.x = (float)map.tilesX*MAP_TILE_SIZE - PLAYER_SIZE;
if (playerPosition.y < 0) playerPosition.y = 0;
else if ((playerPosition.y + PLAYER_SIZE) > (map.tilesY*MAP_TILE_SIZE)) playerPosition.y = (float)map.tilesY*MAP_TILE_SIZE - PLAYER_SIZE;
// Previous visited tiles are set to partial fog
for (unsigned int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
// Get current tile position from player pixel position
playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
// Check visibility and update fog
// NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)
for (int y = (playerTileY - PLAYER_TILE_VISIBILITY); y < (playerTileY + PLAYER_TILE_VISIBILITY); y++)
for (int x = (playerTileX - PLAYER_TILE_VISIBILITY); x < (playerTileX + PLAYER_TILE_VISIBILITY); x++)
if ((x >= 0) && (x < (int)map.tilesX) && (y >= 0) && (y < (int)map.tilesY)) map.tileFog[y*map.tilesX + x] = 1;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw fog of war to a small render texture for automatic smoothing on scaling
BeginTextureMode(fogOfWar);
ClearBackground(BLANK);
for (unsigned int y = 0; y < map.tilesY; y++)
for (unsigned int x = 0; x < map.tilesX; x++)
if (map.tileFog[y*map.tilesX + x] == 0) DrawRectangle(x, y, 1, 1, BLACK);
else if (map.tileFog[y*map.tilesX + x] == 2) DrawRectangle(x, y, 1, 1, Fade(BLACK, 0.8f));
EndTextureMode();
BeginDrawing();
ClearBackground(RAYWHITE);
for (unsigned int y = 0; y < map.tilesY; y++)
{
for (unsigned int x = 0; x < map.tilesX; x++)
{
// Draw tiles from id (and tile borders)
DrawRectangle(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE,
(map.tileIds[y*map.tilesX + x] == 0)? BLUE : Fade(BLUE, 0.9f));
DrawRectangleLines(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, Fade(DARKBLUE, 0.5f));
}
}
// Draw player
DrawRectangleV(playerPosition, (Vector2){ PLAYER_SIZE, PLAYER_SIZE }, RED);
// Draw fog of war (scaled to full map, bilinear filtering)
DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, (float)fogOfWar.texture.width, (float)-fogOfWar.texture.height },
(Rectangle){ 0, 0, (float)map.tilesX*MAP_TILE_SIZE, (float)map.tilesY*MAP_TILE_SIZE },
(Vector2){ 0, 0 }, 0.0f, WHITE);
// Draw player current tile
DrawText(TextFormat("Current tile: [%i,%i]", playerTileX, playerTileY), 10, 10, 20, RAYWHITE);
DrawText("ARROW KEYS to move", 10, screenHeight-25, 20, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
free(map.tileIds); // Free allocated map tile ids
free(map.tileFog); // Free allocated map tile fog state
UnloadRenderTexture(fogOfWar); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - gif playing
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_FRAME_DELAY 20
#define MIN_FRAME_DELAY 1
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - gif playing");
int animFrames = 0;
// Load all GIF animation frames into a single Image
// NOTE: GIF data is always loaded as RGBA (32bit) by default
// NOTE: Frames are just appended one after another in image.data memory
Image imScarfyAnim = LoadImageAnim("resources/scarfy_run.gif", &animFrames);
// Load texture from image
// NOTE: We will update this texture when required with next frame data
// WARNING: It's not recommended to use this technique for sprites animation,
// use spritesheets instead, like illustrated in textures_sprite_anim example
Texture2D texScarfyAnim = LoadTextureFromImage(imScarfyAnim);
unsigned int nextFrameDataOffset = 0; // Current byte offset to next frame in image.data
int currentAnimFrame = 0; // Current animation frame to load and draw
int frameDelay = 8; // Frame delay to switch between animation frames
int frameCounter = 0; // General frames counter
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
frameCounter++;
if (frameCounter >= frameDelay)
{
// Move to next frame
// NOTE: If final frame is reached we return to first frame
currentAnimFrame++;
if (currentAnimFrame >= animFrames) currentAnimFrame = 0;
// Get memory offset position for next frame data in image.data
nextFrameDataOffset = imScarfyAnim.width*imScarfyAnim.height*4*currentAnimFrame;
// Update GPU texture data with next frame image data
// WARNING: Data size (frame size) and pixel format must match already created texture
UpdateTexture(texScarfyAnim, ((unsigned char *)imScarfyAnim.data) + nextFrameDataOffset);
frameCounter = 0;
}
// Control frames delay
if (IsKeyPressed(KEY_RIGHT)) frameDelay++;
else if (IsKeyPressed(KEY_LEFT)) frameDelay--;
if (frameDelay > MAX_FRAME_DELAY) frameDelay = MAX_FRAME_DELAY;
else if (frameDelay < MIN_FRAME_DELAY) frameDelay = MIN_FRAME_DELAY;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(TextFormat("TOTAL GIF FRAMES: %02i", animFrames), 50, 30, 20, LIGHTGRAY);
DrawText(TextFormat("CURRENT FRAME: %02i", currentAnimFrame), 50, 60, 20, GRAY);
DrawText(TextFormat("CURRENT FRAME IMAGE.DATA OFFSET: %02i", nextFrameDataOffset), 50, 90, 20, GRAY);
DrawText("FRAMES DELAY: ", 100, 305, 10, DARKGRAY);
DrawText(TextFormat("%02i frames", frameDelay), 620, 305, 10, DARKGRAY);
DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 350, 10, DARKGRAY);
for (int i = 0; i < MAX_FRAME_DELAY; i++)
{
if (i < frameDelay) DrawRectangle(190 + 21*i, 300, 20, 20, RED);
DrawRectangleLines(190 + 21*i, 300, 20, 20, MAROON);
}
DrawTexture(texScarfyAnim, GetScreenWidth()/2 - texScarfyAnim.width/2, 140, WHITE);
DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texScarfyAnim); // Unload texture
UnloadImage(imScarfyAnim); // Unload image (contains all frames)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Retrive image channel (mask)
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 5.1-dev, last time updated with raylib 5.1-dev
*
* Example contributed by Bruno Cabral (github.com/brccabral) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2024-2024 Bruno Cabral (github.com/brccabral) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <raylib.h>
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - extract channel from image");
Image fudesumiImage = LoadImage("resources/fudesumi.png");
Image imageAlpha = ImageFromChannel(fudesumiImage, 3);
ImageAlphaMask(&imageAlpha, imageAlpha);
Image imageRed = ImageFromChannel(fudesumiImage, 0);
ImageAlphaMask(&imageRed, imageAlpha);
Image imageGreen = ImageFromChannel(fudesumiImage, 1);
ImageAlphaMask(&imageGreen, imageAlpha);
Image imageBlue = ImageFromChannel(fudesumiImage, 2);
ImageAlphaMask(&imageBlue, imageAlpha);
Image backgroundImage = GenImageChecked(screenWidth, screenHeight, screenWidth/20, screenHeight/20, ORANGE, YELLOW);
Texture2D fudesumiTexture = LoadTextureFromImage(fudesumiImage);
Texture2D textureAlpha = LoadTextureFromImage(imageAlpha);
Texture2D textureRed = LoadTextureFromImage(imageRed);
Texture2D textureGreen = LoadTextureFromImage(imageGreen);
Texture2D textureBlue = LoadTextureFromImage(imageBlue);
Texture2D backgroundTexture = LoadTextureFromImage(backgroundImage);
UnloadImage(fudesumiImage);
UnloadImage(imageAlpha);
UnloadImage(imageRed);
UnloadImage(imageGreen);
UnloadImage(imageBlue);
UnloadImage(backgroundImage);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
Rectangle redPos = { 410, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle greenPos = { 600, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
DrawTexture(backgroundTexture, 0, 0, WHITE);
DrawTexturePro(fudesumiTexture, fudesumiRec, fudesumiPos, (Vector2) {0, 0}, 0, WHITE);
DrawTexturePro(textureRed, fudesumiRec, redPos, (Vector2) {0, 0}, 0, RED);
DrawTexturePro(textureGreen, fudesumiRec, greenPos, (Vector2) {0, 0}, 0, GREEN);
DrawTexturePro(textureBlue, fudesumiRec, bluePos, (Vector2) {0, 0}, 0, BLUE);
DrawTexturePro(textureAlpha, fudesumiRec, alphaPos, (Vector2) {0, 0}, 0, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(backgroundTexture);
UnloadTexture(fudesumiTexture);
UnloadTexture(textureRed);
UnloadTexture(textureGreen);
UnloadTexture(textureBlue);
UnloadTexture(textureAlpha);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Image loading and drawing on it
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 1.4, last time updated with raylib 1.4
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2016-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM)
ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 }); // Crop an image piece
ImageFlipHorizontal(&cat); // Flip cropped image horizontally
ImageResize(&cat, 150, 200); // Resize flipped-cropped image
Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
// Draw one image over the other with a scaling of 1.5f
ImageDraw(&parrots, cat, (Rectangle){ 0, 0, (float)cat.width, (float)cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, WHITE);
ImageCrop(&parrots, (Rectangle){ 0, 50, (float)parrots.width, (float)parrots.height - 100 }); // Crop resulting image
// Draw on the image with a few image draw methods
ImageDrawPixel(&parrots, 10, 10, RAYWHITE);
ImageDrawCircleLines(&parrots, 10, 10, 5, RAYWHITE);
ImageDrawRectangle(&parrots, 5, 20, 10, 10, RAYWHITE);
UnloadImage(cat); // Unload image from RAM
// Load custom font for drawing on image
Font font = LoadFont("resources/custom_jupiter_crash.png");
// Draw over image using custom font
ImageDrawTextEx(&parrots, font, "PARROTS & CAT", (Vector2){ 300, 230 }, (float)font.baseSize, -2, WHITE);
UnloadFont(font); // Unload custom font (already drawn used on image)
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE);
DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Procedural images generation
*
* Example originally created with raylib 1.8, last time updated with raylib 1.8
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2O17-2024 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define NUM_TEXTURES 9 // Currently we have 8 generation algorithms but some have multiple purposes (Linear and Square Gradients)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation");
Image verticalGradient = GenImageGradientLinear(screenWidth, screenHeight, 0, RED, BLUE);
Image horizontalGradient = GenImageGradientLinear(screenWidth, screenHeight, 90, RED, BLUE);
Image diagonalGradient = GenImageGradientLinear(screenWidth, screenHeight, 45, RED, BLUE);
Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK);
Image squareGradient = GenImageGradientSquare(screenWidth, screenHeight, 0.0f, WHITE, BLACK);
Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
Texture2D textures[NUM_TEXTURES] = { 0 };
textures[0] = LoadTextureFromImage(verticalGradient);
textures[1] = LoadTextureFromImage(horizontalGradient);
textures[2] = LoadTextureFromImage(diagonalGradient);
textures[3] = LoadTextureFromImage(radialGradient);
textures[4] = LoadTextureFromImage(squareGradient);
textures[5] = LoadTextureFromImage(checked);
textures[6] = LoadTextureFromImage(whiteNoise);
textures[7] = LoadTextureFromImage(perlinNoise);
textures[8] = LoadTextureFromImage(cellular);
// Unload image data (CPU RAM)
UnloadImage(verticalGradient);
UnloadImage(horizontalGradient);
UnloadImage(diagonalGradient);
UnloadImage(radialGradient);
UnloadImage(squareGradient);
UnloadImage(checked);
UnloadImage(whiteNoise);
UnloadImage(perlinNoise);
UnloadImage(cellular);
int currentTexture = 0;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsKeyPressed(KEY_RIGHT))
{
currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(textures[currentTexture], 0, 0, WHITE);
DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
switch(currentTexture)
{
case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break;
case 2: DrawText("DIAGONAL GRADIENT", 540, 10, 20, RAYWHITE); break;
case 3: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break;
case 4: DrawText("SQUARE GRADIENT", 580, 10, 20, LIGHTGRAY); break;
case 5: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break;
case 6: DrawText("WHITE NOISE", 640, 10, 20, RED); break;
case 7: DrawText("PERLIN NOISE", 640, 10, 20, RED); break;
case 8: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload textures data (GPU VRAM)
for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Image loading and texture creation
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2024 Karim Salem (@kimo-s)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
void NormalizeKernel(float *kernel, int size)
{
float sum = 0.0f;
for (int i = 0; i < size; i++) sum += kernel[i];
if (sum != 0.0f)
{
for (int i = 0; i < size; i++) kernel[i] /= sum;
}
}
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image convolution");
Image image = LoadImage("resources/cat.png"); // Loaded in CPU memory (RAM)
float gaussiankernel[] = {
1.0f, 2.0f, 1.0f,
2.0f, 4.0f, 2.0f,
1.0f, 2.0f, 1.0f };
float sobelkernel[] = {
1.0f, 0.0f, -1.0f,
2.0f, 0.0f, -2.0f,
1.0f, 0.0f, -1.0f };
float sharpenkernel[] = {
0.0f, -1.0f, 0.0f,
-1.0f, 5.0f, -1.0f,
0.0f, -1.0f, 0.0f };
NormalizeKernel(gaussiankernel, 9);
NormalizeKernel(sharpenkernel, 9);
NormalizeKernel(sobelkernel, 9);
Image catSharpend = ImageCopy(image);
ImageKernelConvolution(&catSharpend, sharpenkernel, 9);
Image catSobel = ImageCopy(image);
ImageKernelConvolution(&catSobel, sobelkernel, 9);
Image catGaussian = ImageCopy(image);
for (int i = 0; i < 6; i++)
{
ImageKernelConvolution(&catGaussian, gaussiankernel, 9);
}
ImageCrop(&image, (Rectangle){ 0, 0, (float)200, (float)450 });
ImageCrop(&catGaussian, (Rectangle){ 0, 0, (float)200, (float)450 });
ImageCrop(&catSobel, (Rectangle){ 0, 0, (float)200, (float)450 });
ImageCrop(&catSharpend, (Rectangle){ 0, 0, (float)200, (float)450 });
// Images converted to texture, GPU memory (VRAM)
Texture2D texture = LoadTextureFromImage(image);
Texture2D catSharpendTexture = LoadTextureFromImage(catSharpend);
Texture2D catSobelTexture = LoadTextureFromImage(catSobel);
Texture2D catGaussianTexture = LoadTextureFromImage(catGaussian);
// Once images have been converted to texture and uploaded to VRAM,
// they can be unloaded from RAM
UnloadImage(image);
UnloadImage(catGaussian);
UnloadImage(catSobel);
UnloadImage(catSharpend);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(catSharpendTexture, 0, 0, WHITE);
DrawTexture(catSobelTexture, 200, 0, WHITE);
DrawTexture(catGaussianTexture, 400, 0, WHITE);
DrawTexture(texture, 600, 0, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture);
UnloadTexture(catGaussianTexture);
UnloadTexture(catSobelTexture);
UnloadTexture(catSharpendTexture);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Image loading and texture creation
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image image = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM)
Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Image processing
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 1.4, last time updated with raylib 3.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2016-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: free()
#define NUM_PROCESSES 9
typedef enum {
NONE = 0,
COLOR_GRAYSCALE,
COLOR_TINT,
COLOR_INVERT,
COLOR_CONTRAST,
COLOR_BRIGHTNESS,
GAUSSIAN_BLUR,
FLIP_VERTICAL,
FLIP_HORIZONTAL
} ImageProcess;
static const char *processText[] = {
"NO PROCESSING",
"COLOR GRAYSCALE",
"COLOR TINT",
"COLOR INVERT",
"COLOR CONTRAST",
"COLOR BRIGHTNESS",
"GAUSSIAN BLUR",
"FLIP VERTICAL",
"FLIP HORIZONTAL"
};
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image imOrigin = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
ImageFormat(&imOrigin, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE
Texture2D texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM)
Image imCopy = ImageCopy(imOrigin);
int currentProcess = NONE;
bool textureReload = false;
Rectangle toggleRecs[NUM_PROCESSES] = { 0 };
int mouseHoverRec = -1;
for (int i = 0; i < NUM_PROCESSES; i++) toggleRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f };
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Mouse toggle group logic
for (int i = 0; i < NUM_PROCESSES; i++)
{
if (CheckCollisionPointRec(GetMousePosition(), toggleRecs[i]))
{
mouseHoverRec = i;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{
currentProcess = i;
textureReload = true;
}
break;
}
else mouseHoverRec = -1;
}
// Keyboard toggle group logic
if (IsKeyPressed(KEY_DOWN))
{
currentProcess++;
if (currentProcess > (NUM_PROCESSES - 1)) currentProcess = 0;
textureReload = true;
}
else if (IsKeyPressed(KEY_UP))
{
currentProcess--;
if (currentProcess < 0) currentProcess = 7;
textureReload = true;
}
// Reload texture when required
if (textureReload)
{
UnloadImage(imCopy); // Unload image-copy data
imCopy = ImageCopy(imOrigin); // Restore image-copy from image-origin
// NOTE: Image processing is a costly CPU process to be done every frame,
// If image processing is required in a frame-basis, it should be done
// with a texture and by shaders
switch (currentProcess)
{
case COLOR_GRAYSCALE: ImageColorGrayscale(&imCopy); break;
case COLOR_TINT: ImageColorTint(&imCopy, GREEN); break;
case COLOR_INVERT: ImageColorInvert(&imCopy); break;
case COLOR_CONTRAST: ImageColorContrast(&imCopy, -40); break;
case COLOR_BRIGHTNESS: ImageColorBrightness(&imCopy, -80); break;
case GAUSSIAN_BLUR: ImageBlurGaussian(&imCopy, 10); break;
case FLIP_VERTICAL: ImageFlipVertical(&imCopy); break;
case FLIP_HORIZONTAL: ImageFlipHorizontal(&imCopy); break;
default: break;
}
Color *pixels = LoadImageColors(imCopy); // Load pixel data from image (RGBA 32bit)
UpdateTexture(texture, pixels); // Update texture with new image data
UnloadImageColors(pixels); // Unload pixels data from RAM
textureReload = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
// Draw rectangles
for (int i = 0; i < NUM_PROCESSES; i++)
{
DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
}
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture from VRAM
UnloadImage(imOrigin); // Unload image-origin from RAM
UnloadImage(imCopy); // Unload image-copy from RAM
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Image Rotation
*
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define NUM_TEXTURES 3
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture rotation");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image image45 = LoadImage("resources/raylib_logo.png");
Image image90 = LoadImage("resources/raylib_logo.png");
Image imageNeg90 = LoadImage("resources/raylib_logo.png");
ImageRotate(&image45, 45);
ImageRotate(&image90, 90);
ImageRotate(&imageNeg90, -90);
Texture2D textures[NUM_TEXTURES] = { 0 };
textures[0] = LoadTextureFromImage(image45);
textures[1] = LoadTextureFromImage(image90);
textures[2] = LoadTextureFromImage(imageNeg90);
int currentTexture = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsKeyPressed(KEY_RIGHT))
{
currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(textures[currentTexture], screenWidth/2 - textures[currentTexture].width/2, screenHeight/2 - textures[currentTexture].height/2, WHITE);
DrawText("Press LEFT MOUSE BUTTON to rotate the image clockwise", 250, 420, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [texture] example - Image text drawing using TTF generated font
*
* Example originally created with raylib 1.8, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2017-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [texture] example - image text drawing");
Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
// TTF Font loading with custom generation parameters
Font font = LoadFontEx("resources/KAISG.ttf", 64, 0, 0);
// Draw over image using custom font
ImageDrawTextEx(&parrots, font, "[Parrots font drawing]", (Vector2){ 20.0f, 20.0f }, (float)font.baseSize, 0.0f, RED);
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
bool showFont = false;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_SPACE)) showFont = true;
else showFont = false;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (!showFont)
{
// Draw texture with text already drawn inside
DrawTextureV(texture, position, WHITE);
// Draw text directly using sprite font
DrawTextEx(font, "[Parrots font drawing]", (Vector2){ position.x + 20,
position.y + 20 + 280 }, (float)font.baseSize, 0.0f, WHITE);
}
else DrawTexture(font.texture, screenWidth/2 - font.texture.width/2, 50, BLACK);
DrawText("PRESS SPACE to SHOW FONT ATLAS USED", 290, 420, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
UnloadFont(font); // Unload custom font
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Texture loading and drawing
*
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture!", 360, 370, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Mouse painting
*
* Example originally created with raylib 3.0, last time updated with raylib 3.0
*
* Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2024 Chris Dill (@MysteriousSpace) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_COLORS_COUNT 23 // Number of colors available
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - mouse painting");
// Colors to choose from
Color colors[MAX_COLORS_COUNT] = {
RAYWHITE, YELLOW, GOLD, ORANGE, PINK, RED, MAROON, GREEN, LIME, DARKGREEN,
SKYBLUE, BLUE, DARKBLUE, PURPLE, VIOLET, DARKPURPLE, BEIGE, BROWN, DARKBROWN,
LIGHTGRAY, GRAY, DARKGRAY, BLACK };
// Define colorsRecs data (for every rectangle)
Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 };
for (int i = 0; i < MAX_COLORS_COUNT; i++)
{
colorsRecs[i].x = 10 + 30.0f*i + 2*i;
colorsRecs[i].y = 10;
colorsRecs[i].width = 30;
colorsRecs[i].height = 30;
}
int colorSelected = 0;
int colorSelectedPrev = colorSelected;
int colorMouseHover = 0;
float brushSize = 20.0f;
bool mouseWasPressed = false;
Rectangle btnSaveRec = { 750, 10, 40, 30 };
bool btnSaveMouseHover = false;
bool showSaveMessage = false;
int saveMessageCounter = 0;
// Create a RenderTexture2D to use as a canvas
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Clear render texture before entering the game loop
BeginTextureMode(target);
ClearBackground(colors[0]);
EndTextureMode();
SetTargetFPS(120); // Set our game to run at 120 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Vector2 mousePos = GetMousePosition();
// Move between colors with keys
if (IsKeyPressed(KEY_RIGHT)) colorSelected++;
else if (IsKeyPressed(KEY_LEFT)) colorSelected--;
if (colorSelected >= MAX_COLORS_COUNT) colorSelected = MAX_COLORS_COUNT - 1;
else if (colorSelected < 0) colorSelected = 0;
// Choose color with mouse
for (int i = 0; i < MAX_COLORS_COUNT; i++)
{
if (CheckCollisionPointRec(mousePos, colorsRecs[i]))
{
colorMouseHover = i;
break;
}
else colorMouseHover = -1;
}
if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
colorSelected = colorMouseHover;
colorSelectedPrev = colorSelected;
}
// Change brush size
brushSize += GetMouseWheelMove()*5;
if (brushSize < 2) brushSize = 2;
if (brushSize > 50) brushSize = 50;
if (IsKeyPressed(KEY_C))
{
// Clear render texture to clear color
BeginTextureMode(target);
ClearBackground(colors[0]);
EndTextureMode();
}
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || (GetGestureDetected() == GESTURE_DRAG))
{
// Paint circle into render texture
// NOTE: To avoid discontinuous circles, we could store
// previous-next mouse points and just draw a line using brush size
BeginTextureMode(target);
if (mousePos.y > 50) DrawCircle((int)mousePos.x, (int)mousePos.y, brushSize, colors[colorSelected]);
EndTextureMode();
}
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{
if (!mouseWasPressed)
{
colorSelectedPrev = colorSelected;
colorSelected = 0;
}
mouseWasPressed = true;
// Erase circle from render texture
BeginTextureMode(target);
if (mousePos.y > 50) DrawCircle((int)mousePos.x, (int)mousePos.y, brushSize, colors[0]);
EndTextureMode();
}
else if (IsMouseButtonReleased(MOUSE_BUTTON_RIGHT) && mouseWasPressed)
{
colorSelected = colorSelectedPrev;
mouseWasPressed = false;
}
// Check mouse hover save button
if (CheckCollisionPointRec(mousePos, btnSaveRec)) btnSaveMouseHover = true;
else btnSaveMouseHover = false;
// Image saving logic
// NOTE: Saving painted texture to a default named image
if ((btnSaveMouseHover && IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) || IsKeyPressed(KEY_S))
{
Image image = LoadImageFromTexture(target.texture);
ImageFlipVertical(&image);
ExportImage(image, "my_amazing_texture_painting.png");
UnloadImage(image);
showSaveMessage = true;
}
if (showSaveMessage)
{
// On saving, show a full screen message for 2 seconds
saveMessageCounter++;
if (saveMessageCounter > 240)
{
showSaveMessage = false;
saveMessageCounter = 0;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2) { 0, 0 }, WHITE);
// Draw drawing circle for reference
if (mousePos.y > 50)
{
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
}
// Draw top panel
DrawRectangle(0, 0, GetScreenWidth(), 50, RAYWHITE);
DrawLine(0, 50, GetScreenWidth(), 50, LIGHTGRAY);
// Draw color selection rectangles
for (int i = 0; i < MAX_COLORS_COUNT; i++) DrawRectangleRec(colorsRecs[i], colors[i]);
DrawRectangleLines(10, 10, 30, 30, LIGHTGRAY);
if (colorMouseHover >= 0) DrawRectangleRec(colorsRecs[colorMouseHover], Fade(WHITE, 0.6f));
DrawRectangleLinesEx((Rectangle){ colorsRecs[colorSelected].x - 2, colorsRecs[colorSelected].y - 2,
colorsRecs[colorSelected].width + 4, colorsRecs[colorSelected].height + 4 }, 2, BLACK);
// Draw save image button
DrawRectangleLinesEx(btnSaveRec, 2, btnSaveMouseHover ? RED : BLACK);
DrawText("SAVE!", 755, 20, 10, btnSaveMouseHover ? RED : BLACK);
// Draw save image message
if (showSaveMessage)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, 0.8f));
DrawRectangle(0, 150, GetScreenWidth(), 80, BLACK);
DrawText("IMAGE SAVED: my_amazing_texture_painting.png", 150, 180, 20, RAYWHITE);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - N-patch drawing
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 2.0, last time updated with raylib 2.5
*
* Example contributed by Jorge A. Gomes (@overdev) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2018-2024 Jorge A. Gomes (@overdev) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - N-patch drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D nPatchTexture = LoadTexture("resources/ninepatch_button.png");
Vector2 mousePosition = { 0 };
Vector2 origin = { 0.0f, 0.0f };
// Position and size of the n-patches
Rectangle dstRec1 = { 480.0f, 160.0f, 32.0f, 32.0f };
Rectangle dstRec2 = { 160.0f, 160.0f, 32.0f, 32.0f };
Rectangle dstRecH = { 160.0f, 93.0f, 32.0f, 32.0f };
Rectangle dstRecV = { 92.0f, 160.0f, 32.0f, 32.0f };
// A 9-patch (NPATCH_NINE_PATCH) changes its sizes in both axis
NPatchInfo ninePatchInfo1 = { (Rectangle){ 0.0f, 0.0f, 64.0f, 64.0f }, 12, 40, 12, 12, NPATCH_NINE_PATCH };
NPatchInfo ninePatchInfo2 = { (Rectangle){ 0.0f, 128.0f, 64.0f, 64.0f }, 16, 16, 16, 16, NPATCH_NINE_PATCH };
// A horizontal 3-patch (NPATCH_THREE_PATCH_HORIZONTAL) changes its sizes along the x axis only
NPatchInfo h3PatchInfo = { (Rectangle){ 0.0f, 64.0f, 64.0f, 64.0f }, 8, 8, 8, 8, NPATCH_THREE_PATCH_HORIZONTAL };
// A vertical 3-patch (NPATCH_THREE_PATCH_VERTICAL) changes its sizes along the y axis only
NPatchInfo v3PatchInfo = { (Rectangle){ 0.0f, 192.0f, 64.0f, 64.0f }, 6, 6, 6, 6, NPATCH_THREE_PATCH_VERTICAL };
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
mousePosition = GetMousePosition();
// Resize the n-patches based on mouse position
dstRec1.width = mousePosition.x - dstRec1.x;
dstRec1.height = mousePosition.y - dstRec1.y;
dstRec2.width = mousePosition.x - dstRec2.x;
dstRec2.height = mousePosition.y - dstRec2.y;
dstRecH.width = mousePosition.x - dstRecH.x;
dstRecV.height = mousePosition.y - dstRecV.y;
// Set a minimum width and/or height
if (dstRec1.width < 1.0f) dstRec1.width = 1.0f;
if (dstRec1.width > 300.0f) dstRec1.width = 300.0f;
if (dstRec1.height < 1.0f) dstRec1.height = 1.0f;
if (dstRec2.width < 1.0f) dstRec2.width = 1.0f;
if (dstRec2.width > 300.0f) dstRec2.width = 300.0f;
if (dstRec2.height < 1.0f) dstRec2.height = 1.0f;
if (dstRecH.width < 1.0f) dstRecH.width = 1.0f;
if (dstRecV.height < 1.0f) dstRecV.height = 1.0f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw the n-patches
DrawTextureNPatch(nPatchTexture, ninePatchInfo2, dstRec2, origin, 0.0f, WHITE);
DrawTextureNPatch(nPatchTexture, ninePatchInfo1, dstRec1, origin, 0.0f, WHITE);
DrawTextureNPatch(nPatchTexture, h3PatchInfo, dstRecH, origin, 0.0f, WHITE);
DrawTextureNPatch(nPatchTexture, v3PatchInfo, dstRecV, origin, 0.0f, WHITE);
// Draw the source texture
DrawRectangleLines(5, 88, 74, 266, BLUE);
DrawTexture(nPatchTexture, 10, 93, WHITE);
DrawText("TEXTURE", 15, 360, 10, DARKGRAY);
DrawText("Move the mouse to stretch or shrink the n-patches", 10, 20, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(nPatchTexture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib example - particles blending
*
* Example originally created with raylib 1.7, last time updated with raylib 3.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2017-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_PARTICLES 200
// Particle structure with basic data
typedef struct {
Vector2 position;
Color color;
float alpha;
float size;
float rotation;
bool active; // NOTE: Use it to activate/deactive particle
} Particle;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
// Particles pool, reuse them!
Particle mouseTail[MAX_PARTICLES] = { 0 };
// Initialize particles
for (int i = 0; i < MAX_PARTICLES; i++)
{
mouseTail[i].position = (Vector2){ 0, 0 };
mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
mouseTail[i].alpha = 1.0f;
mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
mouseTail[i].rotation = (float)GetRandomValue(0, 360);
mouseTail[i].active = false;
}
float gravity = 3.0f;
Texture2D smoke = LoadTexture("resources/spark_flame.png");
int blending = BLEND_ALPHA;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Activate one particle every frame and Update active particles
// NOTE: Particles initial position should be mouse position when activated
// NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
// NOTE: When a particle disappears, active = false and it can be reused.
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (!mouseTail[i].active)
{
mouseTail[i].active = true;
mouseTail[i].alpha = 1.0f;
mouseTail[i].position = GetMousePosition();
i = MAX_PARTICLES;
}
}
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (mouseTail[i].active)
{
mouseTail[i].position.y += gravity/2;
mouseTail[i].alpha -= 0.005f;
if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
mouseTail[i].rotation += 2.0f;
}
}
if (IsKeyPressed(KEY_SPACE))
{
if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE;
else blending = BLEND_ALPHA;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(DARKGRAY);
BeginBlendMode(blending);
// Draw active particles
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0.0f, 0.0f, (float)smoke.width, (float)smoke.height },
(Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
(Vector2){ (float)(smoke.width*mouseTail[i].size/2.0f), (float)(smoke.height*mouseTail[i].size/2.0f) }, mouseTail[i].rotation,
Fade(mouseTail[i].color, mouseTail[i].alpha));
}
EndBlendMode();
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);
if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(smoke);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - Draw Textured Polygon
*
* Example originally created with raylib 3.7, last time updated with raylib 3.7
*
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2024 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h" // Required for: Vertex definition
#include "raymath.h"
#define MAX_POINTS 11 // 10 points and back to the start
// Draw textured polygon, defined by vertex and texture coordinates
void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
// Define texture coordinates to map our texture to poly
Vector2 texcoords[MAX_POINTS] = {
(Vector2){ 0.75f, 0.0f },
(Vector2){ 0.25f, 0.0f },
(Vector2){ 0.0f, 0.5f },
(Vector2){ 0.0f, 0.75f },
(Vector2){ 0.25f, 1.0f},
(Vector2){ 0.375f, 0.875f},
(Vector2){ 0.625f, 0.875f},
(Vector2){ 0.75f, 1.0f},
(Vector2){ 1.0f, 0.75f},
(Vector2){ 1.0f, 0.5f},
(Vector2){ 0.75f, 0.0f} // Close the poly
};
// Define the base poly vertices from the UV's
// NOTE: They can be specified in any other way
Vector2 points[MAX_POINTS] = { 0 };
for (int i = 0; i < MAX_POINTS; i++)
{
points[i].x = (texcoords[i].x - 0.5f)*256.0f;
points[i].y = (texcoords[i].y - 0.5f)*256.0f;
}
// Define the vertices drawing position
// NOTE: Initially same as points but updated every frame
Vector2 positions[MAX_POINTS] = { 0 };
for (int i = 0; i < MAX_POINTS; i++) positions[i] = points[i];
// Load texture to be mapped to poly
Texture texture = LoadTexture("resources/cat.png");
float angle = 0.0f; // Rotation angle (in degrees)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Update points rotation with an angle transform
// NOTE: Base points position are not modified
angle++;
for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("textured polygon", 20, 20, 20, DARKGRAY);
DrawTexturePoly(texture, (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
positions, texcoords, MAX_POINTS, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Draw textured polygon, defined by vertex and texture coordinates
// NOTE: Polygon center must have straight line path to all points
// without crossing perimeter, points must be in anticlockwise order
void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
{
rlSetTexture(texture.id);
// Texturing is only supported on RL_QUADS
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
for (int i = 0; i < pointCount - 1; i++)
{
rlTexCoord2f(0.5f, 0.5f);
rlVertex2f(center.x, center.y);
rlTexCoord2f(texcoords[i].x, texcoords[i].y);
rlVertex2f(points[i].x + center.x, points[i].y + center.y);
rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
}
rlEnd();
rlSetTexture(0);
}

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/*******************************************************************************************
*
* raylib [textures] example - Load textures from raw data
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 1.3, last time updated with raylib 3.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: malloc() and free()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
// Load RAW image data (512x512, 32bit RGBA, no file header)
Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 0);
Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
// Generate a checked texture by code
int width = 960;
int height = 480;
// Dynamic memory allocation to store pixels data (Color type)
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
if (((x/32+y/32)/1)%2 == 0) pixels[y*width + x] = ORANGE;
else pixels[y*width + x] = GOLD;
}
}
// Load pixels data into an image structure and create texture
Image checkedIm = {
.data = pixels, // We can assign pixels directly to data
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
};
Texture2D checked = LoadTextureFromImage(checkedIm);
UnloadImage(checkedIm); // Unload CPU (RAM) image data (pixels)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.5f));
DrawTexture(fudesumi, 430, -30, WHITE);
DrawText("CHECKED TEXTURE ", 84, 85, 30, BROWN);
DrawText("GENERATED by CODE", 72, 148, 30, BROWN);
DrawText("and RAW IMAGE LOADING", 46, 210, 30, BROWN);
DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(fudesumi); // Texture unloading
UnloadTexture(checked); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Sprite animation
*
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_FRAME_SPEED 15
#define MIN_FRAME_SPEED 1
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [texture] example - sprite anim");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
Vector2 position = { 350.0f, 280.0f };
Rectangle frameRec = { 0.0f, 0.0f, (float)scarfy.width/6, (float)scarfy.height };
int currentFrame = 0;
int framesCounter = 0;
int framesSpeed = 8; // Number of spritesheet frames shown by second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
if (framesCounter >= (60/framesSpeed))
{
framesCounter = 0;
currentFrame++;
if (currentFrame > 5) currentFrame = 0;
frameRec.x = (float)currentFrame*(float)scarfy.width/6;
}
// Control frames speed
if (IsKeyPressed(KEY_RIGHT)) framesSpeed++;
else if (IsKeyPressed(KEY_LEFT)) framesSpeed--;
if (framesSpeed > MAX_FRAME_SPEED) framesSpeed = MAX_FRAME_SPEED;
else if (framesSpeed < MIN_FRAME_SPEED) framesSpeed = MIN_FRAME_SPEED;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(scarfy, 15, 40, WHITE);
DrawRectangleLines(15, 40, scarfy.width, scarfy.height, LIME);
DrawRectangleLines(15 + (int)frameRec.x, 40 + (int)frameRec.y, (int)frameRec.width, (int)frameRec.height, RED);
DrawText("FRAME SPEED: ", 165, 210, 10, DARKGRAY);
DrawText(TextFormat("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY);
DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 240, 10, DARKGRAY);
for (int i = 0; i < MAX_FRAME_SPEED; i++)
{
if (i < framesSpeed) DrawRectangle(250 + 21*i, 205, 20, 20, RED);
DrawRectangleLines(250 + 21*i, 205, 20, 20, MAROON);
}
DrawTextureRec(scarfy, frameRec, position, WHITE); // Draw part of the texture
DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(scarfy); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - sprite button
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define NUM_FRAMES 3 // Number of frames (rectangles) for the button sprite texture
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button");
InitAudioDevice(); // Initialize audio device
Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound
Texture2D button = LoadTexture("resources/button.png"); // Load button texture
// Define frame rectangle for drawing
float frameHeight = (float)button.height/NUM_FRAMES;
Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
// Define button bounds on screen
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
bool btnAction = false; // Button action should be activated
Vector2 mousePoint = { 0.0f, 0.0f };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
mousePoint = GetMousePosition();
btnAction = false;
// Check button state
if (CheckCollisionPointRec(mousePoint, btnBounds))
{
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2;
else btnState = 1;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) btnAction = true;
}
else btnState = 0;
if (btnAction)
{
PlaySound(fxButton);
// TODO: Any desired action
}
// Calculate button frame rectangle to draw depending on button state
sourceRec.y = btnState*frameHeight;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(button, sourceRec, (Vector2){ btnBounds.x, btnBounds.y }, WHITE); // Draw button frame
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(button); // Unload button texture
UnloadSound(fxButton); // Unload sound
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - sprite explosion
*
* Example originally created with raylib 2.5, last time updated with raylib 3.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2024 Anata and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define NUM_FRAMES_PER_LINE 5
#define NUM_LINES 5
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
InitAudioDevice();
// Load explosion sound
Sound fxBoom = LoadSound("resources/boom.wav");
// Load explosion texture
Texture2D explosion = LoadTexture("resources/explosion.png");
// Init variables for animation
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
int currentFrame = 0;
int currentLine = 0;
Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
Vector2 position = { 0.0f, 0.0f };
bool active = false;
int framesCounter = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Check for mouse button pressed and activate explosion (if not active)
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && !active)
{
position = GetMousePosition();
active = true;
position.x -= frameWidth/2.0f;
position.y -= frameHeight/2.0f;
PlaySound(fxBoom);
}
// Compute explosion animation frames
if (active)
{
framesCounter++;
if (framesCounter > 2)
{
currentFrame++;
if (currentFrame >= NUM_FRAMES_PER_LINE)
{
currentFrame = 0;
currentLine++;
if (currentLine >= NUM_LINES)
{
currentLine = 0;
active = false;
}
}
framesCounter = 0;
}
}
frameRec.x = frameWidth*currentFrame;
frameRec.y = frameHeight*currentLine;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw explosion required frame rectangle
if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(explosion); // Unload texture
UnloadSound(fxBoom); // Unload sound
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Texture source and destination rectangles
*
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
int frameWidth = scarfy.width/6;
int frameHeight = scarfy.height;
// Source rectangle (part of the texture to use for drawing)
Rectangle sourceRec = { 0.0f, 0.0f, (float)frameWidth, (float)frameHeight };
// Destination rectangle (screen rectangle where drawing part of texture)
Rectangle destRec = { screenWidth/2.0f, screenHeight/2.0f, frameWidth*2.0f, frameHeight*2.0f };
// Origin of the texture (rotation/scale point), it's relative to destination rectangle size
Vector2 origin = { (float)frameWidth, (float)frameHeight };
int rotation = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
rotation++;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
// sourceRec defines the part of the texture we use for drawing
// destRec defines the rectangle where our texture part will fit (scaling it to fit)
// origin defines the point of the texture used as reference for rotation and scaling
// rotation defines the texture rotation (using origin as rotation point)
DrawTexturePro(scarfy, sourceRec, destRec, origin, (float)rotation, WHITE);
DrawLine((int)destRec.x, 0, (int)destRec.x, screenHeight, GRAY);
DrawLine(0, (int)destRec.y, screenWidth, (int)destRec.y, GRAY);
DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(scarfy); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [textures] example - Draw a texture along a segmented curve
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by Jeffery Myers and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022-2024 Jeffery Myers and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <math.h> // Required for: powf()
#include <stdlib.h> // Required for: NULL
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Texture texRoad = { 0 };
static bool showCurve = false;
static float curveWidth = 50;
static int curveSegments = 24;
static Vector2 curveStartPosition = { 0 };
static Vector2 curveStartPositionTangent = { 0 };
static Vector2 curveEndPosition = { 0 };
static Vector2 curveEndPositionTangent = { 0 };
static Vector2 *curveSelectedPoint = NULL;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
static void DrawTexturedCurve(void);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [textures] examples - textured curve");
// Load the road texture
texRoad = LoadTexture("resources/road.png");
SetTextureFilter(texRoad, TEXTURE_FILTER_BILINEAR);
// Setup the curve
curveStartPosition = (Vector2){ 80, 100 };
curveStartPositionTangent = (Vector2){ 100, 300 };
curveEndPosition = (Vector2){ 700, 350 };
curveEndPositionTangent = (Vector2){ 600, 100 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Curve config options
if (IsKeyPressed(KEY_SPACE)) showCurve = !showCurve;
if (IsKeyPressed(KEY_EQUAL)) curveWidth += 2;
if (IsKeyPressed(KEY_MINUS)) curveWidth -= 2;
if (curveWidth < 2) curveWidth = 2;
// Update segments
if (IsKeyPressed(KEY_LEFT)) curveSegments -= 2;
if (IsKeyPressed(KEY_RIGHT)) curveSegments += 2;
if (curveSegments < 2) curveSegments = 2;
// Update curve logic
// If the mouse is not down, we are not editing the curve so clear the selection
if (!IsMouseButtonDown(MOUSE_LEFT_BUTTON)) curveSelectedPoint = NULL;
// If a point was selected, move it
if (curveSelectedPoint) *curveSelectedPoint = Vector2Add(*curveSelectedPoint, GetMouseDelta());
// The mouse is down, and nothing was selected, so see if anything was picked
Vector2 mouse = GetMousePosition();
if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) curveSelectedPoint = &curveStartPosition;
else if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) curveSelectedPoint = &curveStartPositionTangent;
else if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) curveSelectedPoint = &curveEndPosition;
else if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) curveSelectedPoint = &curveEndPositionTangent;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexturedCurve(); // Draw a textured Spline Cubic Bezier
// Draw spline for reference
if (showCurve) DrawSplineSegmentBezierCubic(curveStartPosition, curveEndPosition, curveStartPositionTangent, curveEndPositionTangent, 2, BLUE);
// Draw the various control points and highlight where the mouse is
DrawLineV(curveStartPosition, curveStartPositionTangent, SKYBLUE);
DrawLineV(curveStartPositionTangent, curveEndPositionTangent, Fade(LIGHTGRAY, 0.4f));
DrawLineV(curveEndPosition, curveEndPositionTangent, PURPLE);
if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) DrawCircleV(curveStartPosition, 7, YELLOW);
DrawCircleV(curveStartPosition, 5, RED);
if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) DrawCircleV(curveStartPositionTangent, 7, YELLOW);
DrawCircleV(curveStartPositionTangent, 5, MAROON);
if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) DrawCircleV(curveEndPosition, 7, YELLOW);
DrawCircleV(curveEndPosition, 5, GREEN);
if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) DrawCircleV(curveEndPositionTangent, 7, YELLOW);
DrawCircleV(curveEndPositionTangent, 5, DARKGREEN);
// Draw usage info
DrawText("Drag points to move curve, press SPACE to show/hide base curve", 10, 10, 10, DARKGRAY);
DrawText(TextFormat("Curve width: %2.0f (Use + and - to adjust)", curveWidth), 10, 30, 10, DARKGRAY);
DrawText(TextFormat("Curve segments: %d (Use LEFT and RIGHT to adjust)", curveSegments), 10, 50, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texRoad);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw textured curve using Spline Cubic Bezier
static void DrawTexturedCurve(void)
{
const float step = 1.0f/curveSegments;
Vector2 previous = curveStartPosition;
Vector2 previousTangent = { 0 };
float previousV = 0;
// We can't compute a tangent for the first point, so we need to reuse the tangent from the first segment
bool tangentSet = false;
Vector2 current = { 0 };
float t = 0.0f;
for (int i = 1; i <= curveSegments; i++)
{
t = step*(float)i;
float a = powf(1.0f - t, 3);
float b = 3.0f*powf(1.0f - t, 2)*t;
float c = 3.0f*(1.0f - t)*powf(t, 2);
float d = powf(t, 3);
// Compute the endpoint for this segment
current.y = a*curveStartPosition.y + b*curveStartPositionTangent.y + c*curveEndPositionTangent.y + d*curveEndPosition.y;
current.x = a*curveStartPosition.x + b*curveStartPositionTangent.x + c*curveEndPositionTangent.x + d*curveEndPosition.x;
// Vector from previous to current
Vector2 delta = { current.x - previous.x, current.y - previous.y };
// The right hand normal to the delta vector
Vector2 normal = Vector2Normalize((Vector2){ -delta.y, delta.x });
// The v texture coordinate of the segment (add up the length of all the segments so far)
float v = previousV + Vector2Length(delta);
// Make sure the start point has a normal
if (!tangentSet)
{
previousTangent = normal;
tangentSet = true;
}
// Extend out the normals from the previous and current points to get the quad for this segment
Vector2 prevPosNormal = Vector2Add(previous, Vector2Scale(previousTangent, curveWidth));
Vector2 prevNegNormal = Vector2Add(previous, Vector2Scale(previousTangent, -curveWidth));
Vector2 currentPosNormal = Vector2Add(current, Vector2Scale(normal, curveWidth));
Vector2 currentNegNormal = Vector2Add(current, Vector2Scale(normal, -curveWidth));
// Draw the segment as a quad
rlSetTexture(texRoad.id);
rlBegin(RL_QUADS);
rlColor4ub(255,255,255,255);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(0, previousV);
rlVertex2f(prevNegNormal.x, prevNegNormal.y);
rlTexCoord2f(1, previousV);
rlVertex2f(prevPosNormal.x, prevPosNormal.y);
rlTexCoord2f(1, v);
rlVertex2f(currentPosNormal.x, currentPosNormal.y);
rlTexCoord2f(0, v);
rlVertex2f(currentNegNormal.x, currentNegNormal.y);
rlEnd();
// The current step is the start of the next step
previous = current;
previousTangent = normal;
previousV = v;
}
}

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/*******************************************************************************************
*
* raylib [textures] example - Retrieve image data from texture: LoadImageFromTexture()
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 1.3, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image image = LoadImage("resources/raylib_logo.png"); // Load image data into CPU memory (RAM)
Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (RAM -> VRAM)
UnloadImage(image); // Unload image data from CPU memory (RAM)
image = LoadImageFromTexture(texture); // Load image from GPU texture (VRAM -> RAM)
UnloadTexture(texture); // Unload texture from GPU memory (VRAM)
texture = LoadTextureFromImage(image); // Recreate texture from retrieved image data (RAM -> VRAM)
UnloadImage(image); // Unload retrieved image data from CPU memory (RAM)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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